82 lines
3.1 KiB
Ucode
82 lines
3.1 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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/**
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* This is a content only archetype object to allow artists to update explosion
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* content without programmer intervention
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*/
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class GameExplosionContent extends Object
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editinlinenew;
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/** TRUE to attempt to automatically do force feedback to match the camera shake */
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var() const bool bAutoControllerVibration;
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//
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// Audio parameters
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//
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`if(`__TW_WWISE_)
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/** Audio to play at explosion time. */
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var(Audio) const AkBaseSoundObject ExplosionSound;
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`else
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/** Audio to play at explosion time. */
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var(Audio) const SoundCue ExplosionSound;
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`endif
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//
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// Camera parameters
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//
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/** TRUE to rotate CamShake to play radially relative to the explosion. Left/Right/Rear will be ignored. */
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var(Camera) const bool bOrientCameraShakeTowardsEpicenter;
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/** Shake to play when source is in front of the camera, or when directional variants are unspecified. */
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var(Camera) const CameraShake CamShake;
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/** Anim to play when the source event is to the left of the camera. If None, CamShake will be used instead. */
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var(Camera) const CameraShake CamShake_Left;
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/** Anim to play when the source event is to the right of the camera. If None, CamShake will be used instead. */
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var(Camera) const CameraShake CamShake_Right;
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/** Anim to play when the source event is behind of the camera. If None, CamShake will be used instead. */
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var(Camera) const CameraShake CamShake_Rear;
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/** Radius within which to play full-powered camera shake (will be scaled within radius) const */
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var(Camera) const float CamShakeInnerRadius;
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/** Between inner and outer radii, scale shake from full to zero */
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var(Camera) const float CamShakeOuterRadius;
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/** Exponent for intensity falloff between inner and outer radii. */
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var(Camera) const float CamShakeFalloff;
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/** Play this CameraLensEffect when ever damage of this type is given. This will primarily be used by explosions. But could be used for other impacts too! **/
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var(Camera) const class<EmitterCameraLensEffectBase> CameraLensEffect;
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/** This is the radius to play the camera effect on **/
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var(Camera) const float CameraLensEffectRadius;
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//
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// Dynamic light parameters
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//
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/** Defines the dynamic light cast by the explosion */
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var(Light) const editinline PointLightComponent ExploLight;
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/** Dynamic Light fade out time, in seconds */
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var(Light) const float ExploLightFadeOutTime;
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/** Defines the blurred region for the explosion */
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var(Blur) const editinline RadialBlurComponent ExploRadialBlur;
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/** Radial blur fade out time, in seconds */
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var(Blur) const float ExploRadialBlurFadeOutTime;
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/** Radial blur max blur amount */
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var(Blur) const float ExploRadialBlurMaxBlur;
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//
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// Particle effect parameters
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//
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/** Which particle effect to play. */
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var(Particle) const ParticleSystem ParticleEmitterTemplate;
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//
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// Fog volume parameters
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//
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/** The archetype that the artists set up that will be spawned with this explosion **/
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var(Fog) const FogVolumeSphericalDensityInfo FogVolumeArchetype;
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